github dege-diosg/dgVoodoo2 v2.87
v2.87 - Some improvements

10 hours ago
  • Changes in the behavior of D3D12 feature levels
    • FL 11.0: compatibility mode with old D3D8/9 drivers (just like with D3D11)
    • FL 12.0+: most performant, zero-copy path
  • Changing some things in the D3D12 backend
    • Fixing sampler descriptors and their shader declarations that was buggy in certain cases (SM 2.x+)
    • Fixing an undervalidated sampler descriptor case for the sake of the Win11 SDK DX debug layer
    • Improving handling of read-write resource hazards for better compatibility with D3D9 drivers (Tomb Raider 2013, DX9 renderer)
    • Improving the state tracking/handling of depth/stencil planes (TR 2013, ...)
    • Fixing a bug in mapping subresources (Motocross Madness 2)
  • Improving the frontend debug layer
    • More and better readable information here and there
    • Removing old garbage reporting problems about read-write resource hazards and replacing it with an updated version
  • Fixing some minor D3D8/9 frontend bugs
  • Fixing a D3D6/7 lighting incompatibility (Tiger Woods PGA Tour 2004)
  • Adding option GeneralExt\WatermarkDisplayDuration
  • Some internal code changes
  • I finished my neglected WinMM OS uptime fixer DLL and added it to the pack
    • Not the theoretically perfect solution but at least it is a simple implementation
  • Testing dgVoodoo with
    • NV RTX 5060Ti (practically unusable with 32 bit D3D12, GPU crashes)
    • Intel Arc B580 (solid results)

Detection rate on VirusTotal is 3 / 66.

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